自己做的网站无法访问,网站建设的投资预算怎么写,wordpress 删除插件,简单的网站建设合同书unity5中引入了基于物理着色(PBS)的Standard shader。由于这种着色器通过调节参数和贴图可逼真模拟各种硬质表面#xff0c;所以不必再像unity4时代那样需要对各种质感材质单独编写着色器#xff0c;而且能得到更好的效果(参考#xff1a;http://docs.unity3d.com/Manual/sh…unity5中引入了基于物理着色(PBS)的Standard shader。由于这种着色器通过调节参数和贴图可逼真模拟各种硬质表面所以不必再像unity4时代那样需要对各种质感材质单独编写着色器而且能得到更好的效果(参考http://docs.unity3d.com/Manual/shader-StandardShader.html)。这种“万能着色器”仿佛给人一种不再需要自己编写着色器的假象但做游戏跟做虚拟现实不一样除了真实性还要追求趣味性和艺术夸张。所以老古语不过时没有使用自定义着色器的游戏不是好游戏。 但自己实现PBS是很困难的如果我们想既继承Standard shader的PBS特性又加入自己的定制效果最好我们的自定义shader能在Standard shader的基础上进行编写即实现自定义PBS着色器custom PBS shader。 由于是新东西资料不全google了一整天也没能找到现成方法unity官方文档中对此完全没有作说明在surface shader自定义光照模型 部分只给了不带PBS的例子unity论坛里有多个帖子问到类似问题但都没有满意解答。最后在下面两个连接里找到了一点儿线索 http://forum.unity3d.com/threads/for-those-in-u5-beta-is-pbr-really-that-good.283867/page-3#post-1886525 http://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ 文章下面 MIG 的提问 此线索是“ from the release notes for beta 12: Shaders: Surface shaders can use physically based shading now; the same as Standard shader uses. Use Standard lighting function, and SurfaceOutputStandard output structure.Do an #include UnityPBSLighting.cginc in your shader to get it.Default options require shader model 3.0, so add a #pragma target 3.0 too. ” 然后又结合了UnityPBSLighting.cginc中的源代码注1当然只是从UnityPBSLighting.cginc中拷贝一些代码出来而不是修改它最后终于把custom PBS shader试验成功了。 注1UnityPBSLighting.cginc这个文件在哪儿有三个途径获得 1在 http://docs.unity3d.com/Manual/SL-SurfaceShaderLighting.html 中写道“file inside Unity ({unity install path}/Data/CGIncludes/ on Windows, /Applications/Unity/Unity.app/Contents/CGIncludes/ on Mac)”需要注意的是/Applications/Unity/Unity.app/Contents/CGIncludes/这个路径是在Unity.app的“包内容”里所以这就是为什么在Mac上虽然UnityPBSLighting.cginc已经随unity一起安装了但确不能通过文件搜素找到。 2通过网址http://docs.unity3d.com/Manual/StandardShaderMakeYourOwn.html进入在线的Make your own页面下载builtin_shaders的最新版本也包括历史版本。因为我的unity是最新的所以通过此途径下载到的最新版的builtin_shaders与途径(1)中的是一致的但如果你的unity不是最新的一定要根据你的unity版本号下载相应版本的builtin_shaders否则你拷贝其中的代码用到自定义shader中可能报错。 3在浏览器地址栏输入file:///Applications/Unity/Unity.app/Contents/Documentation/en/Manual/StandardShaderMakeYourOwn.html进入离线的Make your own页面从地址上你可以看出这个页面实际上保存在你的电脑中下载builtin_shaders但要注意通过这个离线文档下载的builtin_shaders可能不是最新的我今天就被此坑了一回通过此途径下载的UnityPBSLighting.cginc文件中的代码拷贝到自定义shader中报错搞了半天没找到原因直到我又通过途径(1)重新获得UnityPBSLighting.cginc。。。 综上途径(1)是最好的。 下图第一个球用的是Standard shader第二个球用的是“将法线当作颜色值”的自定义shader不带PBS第三个球是今天的试验成果在Standard shader的PBS基础上添加了“将法线当作颜色值”效果的杂交shader。 第一个球的shader用的是unity(version 5.0.1f1 Personal)里新建shader时生成的默认shader: Shader Custom/NewShader { Properties { _Color (Color, Color) (1,1,1,1) _MainTex (Albedo (RGB), 2D) white {} _Glossiness (Smoothness, Range(0,1)) 0.5 _Metallic (Metallic, Range(0,1)) 0.0 } SubShader { Tags { RenderTypeOpaque } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo c.rgb; // Metallic and smoothness come from slider variables o.Metallic _Metallic; o.Smoothness _Glossiness; o.Alpha c.a; } ENDCG } FallBack Diffuse} 在此基础上参照UnityPBSLighting.cginc中的源代码将光照模型以自定义光照模型的形式暴露出来得到下面等价shader: 这里需要注意的是一般自定义光照模型只要实现一个 Lightning自定义光照模型名称 的函数即可但是对于PBS shader来说要实现自定义光照模型还要多写一个 Lightning自定义光照模型名称_GI 的函数。 Shader Custom/customPBS { Properties { _Color (Color, Color) (1,1,1,1) _MainTex (Albedo (RGB), 2D) white {} _Glossiness (Smoothness, Range(0,1)) 0.5 _Metallic (Metallic, Range(0,1)) 0.0 } SubShader { Tags { RenderTypeOpaque MyReplaceTagOther} LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf MyCustomStandard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 #include UnityPBSLighting.cginc inline void LightingMyCustomStandard_GI ( SurfaceOutputStandard s, UnityGIInput data, inout UnityGI gi) { gi UnityGlobalIllumination (data, s.Occlusion, s.Smoothness, s.Normal); } inline half4 LightingMyCustomStandard (SurfaceOutputStandard s, half3 viewDir, UnityGI gi) { s.Normal normalize(s.Normal); half oneMinusReflectivity; half3 specColor; s.Albedo DiffuseAndSpecularFromMetallic (s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); // shader relies on pre-multiply alpha-blend (_SrcBlend One, _DstBlend OneMinusSrcAlpha) // this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha half outputAlpha; s.Albedo PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha); half4 c UNITY_BRDF_PBS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect); c.rgb UNITY_BRDF_GI (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi); c.a outputAlpha; return c; } sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo c.rgb; // Metallic and smoothness come from slider variables o.Metallic _Metallic; o.Smoothness _Glossiness; o.Alpha c.a; } ENDCG } FallBack Diffuse} 上面shader和默认shader效果完全一样但是由于暴露出来光照模型即上面的LightingMyCustomStandard函数便使得我们可以在光照模型层次上对其进行修改实现出自己的变种shader效果。 例如下面shader就是在LightingMyCustomStandard中插入一行代码实现前面图中第三个球的效果 Shader Custom/customPBSAndShowNormalAsColor { Properties { _Color (Color, Color) (1,1,1,1) _MainTex (Albedo (RGB), 2D) white {} _Glossiness (Smoothness, Range(0,1)) 0.5 _Metallic (Metallic, Range(0,1)) 0.0 } SubShader { Tags { RenderTypeOpaque } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf MyCustomStandard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 #include UnityPBSLighting.cginc inline void LightingMyCustomStandard_GI ( SurfaceOutputStandard s, UnityGIInput data, inout UnityGI gi) { gi UnityGlobalIllumination (data, s.Occlusion, s.Smoothness, s.Normal); } inline half4 LightingMyCustomStandard (SurfaceOutputStandard s, half3 viewDir, UnityGI gi) { s.Normal normalize(s.Normal); half oneMinusReflectivity; half3 specColor; s.Albedo DiffuseAndSpecularFromMetallic (s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); // shader relies on pre-multiply alpha-blend (_SrcBlend One, _DstBlend OneMinusSrcAlpha) // this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha half outputAlpha; s.Albedo PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha); half4 c UNITY_BRDF_PBS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect); c.rgb UNITY_BRDF_GI (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi); c.a outputAlpha; c.rgb*s.Normal *1.5;//added by wantnon return c; } sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo c.rgb; // Metallic and smoothness come from slider variables o.Metallic _Metallic; o.Smoothness _Glossiness; o.Alpha c.a; } ENDCG } FallBack Diffuse} 当然如果不需要在光照模型的层次上对unity自带的PBS shader进行定制是没有必要这么麻烦的。 比如就拿上面这个customPBSShowNormalAsColor来说其实没必要深入到光照模型层次上去实现下面shader就可以实现基本相同的效果 (其中蓝字是在前面Custom/NewShader基础上新增的语句) Shader Custom/NewShaderAndShowNormalAsColor { Properties { _Color (Color, Color) (1,1,1,1) _MainTex (Albedo (RGB), 2D) white {} _Glossiness (Smoothness, Range(0,1)) 0.5 _Metallic (Metallic, Range(0,1)) 0.0 } SubShader { Tags { RenderTypeOpaque } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float3 worldNormal;//ref: http://wiki.unity3d.com/index.php?titleShader_Code }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c tex2D (_MainTex, IN.uv_MainTex) * _Color; c.rgb*IN.worldNormal; o.Albedo c.rgb; // Metallic and smoothness come from slider variables o.Metallic _Metallic; o.Smoothness _Glossiness; o.Alpha c.a; } ENDCG } FallBack Diffuse}转载于:https://www.cnblogs.com/wantnon/p/4395286.html